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About Phiphat

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    Phiphat Pinyosophon
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    Los Angeles
  1. I figured it out... it's was pretty easy, i just need to know the right word to look for. it is thisnode = hou.node("/obj/geo1/ray1") thisnode.setParms({"method": 1)} Best, Phiphat
  2. Hi everyone, I'm very new to hscript and python, I just started learning it very recently. I'm trying to add a Pre-Render Script in a rop geometry output in Python. I could do it with hscript with: opparm -C /obj/geo1/ray1 method project I'm trying to find a command that would do the same thing with opparm -C in Python. So far, i only found .pressButton(), which isn't exactly what I need. Please help and thank you very much in advance. Phiphat
  3. What kind of ground interaction? Like a snowball fall to ground, or a snow ground with object colliding to it, or snow ball colliding with snow ground? It depends on what you're using to render. I can tell you my process in Vray and hope that it helps. For points, I use Vray import proxy. It can import alembic files, so you can save your points from grain solver as bgeo and then export it as alembic. Go to "Create" Tab, "Vray", "Import proxy". browse to your files and once you select it, change the digits to <frame04>. your file path in the dialog box now will look like ..folder/folder/filename.<frame04>.abc (<frame04> is the decimal, ie: 1001.abc, 1002.abc is <frame04>. 101, 102 is <frame03>) This will import your points in and you can set the point size in Vray, currently there's two mode you can render your points in, as sphere and as point. I found this method to render pretty quickly, compare to import your alembic in directly through normal means which import as particles, and also less buggy. It can also handle large amount of particles as well, which you'll probably need if you're doing a snow simulation. It looks similar to krakatoa, but not quite. For Volume, I convert the caches to VDB and import them using Vray Volume Grid. Hope this helps, Phiphat
  4. Hi, I'm following an old tutorial, and the pop vop in that version is different from the one in the current version. I'm trying to access the acceleration input and output, but I can't find it. Can you please help me figure this out?? Thank you, Phiphat
  5. accessing otherobjectid from dop import sop

    I got it, i added attribute transfer in sop solver in dopnetwork to transfer otherobjid from impacts to dop_geometry data.
  6. Hi, I'm doing r&d on a rigid body, I'm trying to access otherobjectid and other attribute from dop import sop to detect when collision happens. I found those when I created sop solver inside the dop network, but I don't know how to access that outside the dop network. Can you please tell me how I can do this? Thank you, Phi RBD_detect_collision.hip
  7. Importing maya cameras

    Hi, Try this: Duplicate your current camera, remove all the constraints, and unparent it to the global level. Position&Rotation Constraint this camera to your original camera, bake it, and remove all the constraints. Now you should have a clean camera with keyframes at the global level, export that. When you export, make sure that "World Space" option is checked. This is under Advanced Options when you're exporting alembic. Hope it work out for you. P
  8. and for smoke/volume you can export VDB https://support.solidangle.com/display/AFHUG/Writing+Volumes+To+VDB Hope this help... P
  9. Hey guys, I got it working!! I changed Rebuild SDF from "Adaptive" to "None". The file sizes came out a bit larger, but I no longer had issue where my ocean disappeared randomly. I tested it out on my old scenes with these issues, and I could cache it out with no problem. Thanks for all the help, I really appreciated it. Phiphat
  10. ocean fluid extend issue

    I think that bump/crease at the boundary is from "water level" parameter. Yours is set at -0.4, so the extended part will have its height at -0.4 in Y-Axis. Water Level in flattank_initial comes in as "0", assuming that you didn't change that, the value of -0.4 in your particle fluid surface is lower than this value, thus makes the whole extended part lower than your main area. Try adjusting that to have the same height as the main area, and maybe that will work. Best, Phiphat
  11. Hi Zybrand & PalTopin, Thank you for replying. yes, it happened at the same frames at the same resolution. I'll try out your solutions and see what happen. Thank you so much! Phiphat
  12. Hi ejr32123, Thank you very much for replying. I have tried that, I also tried to recache those frames with different value, and it still gave me the same problem, just at different frames, as you can see in my screenshot of v03 and v04 caches. It gave me the same result, when I was looking at particle fluid surface node itself as well. I tried turning off "Flattening Geometry" and the problem goes away, but that's not what I wanted to do. Best, Phiphat
  13. Hi, I just started using Houdini recently, and it has been great so far. I was studying the set up from Masterclass ocean tools for Houdini 16 for endless ocean. After I finished caching particle fluid surface, I noticed that some of the frames weren't meshed correctly. At first I thought it was Voxel Scale so I changed it from 0.75 to 0.6, which fixed some frames, but now it happened to other frames that wasn't happening before. I attached some screenshots of the bad frame(frame 1052), and good frame (frame 1053), and also the folders of current version (v04), and the version before (v03) to show you that they are happening in at different frames. I do not know enough about Houdini to fix this myself, will you kind strangers on the internet help me out? Thank you so much, Phiphat Pinyosophon